- Trial Member: Trial Members
- Active Posts:
- 17 (0.03 per day)
- Most Active In:
- Engineering & Reverse Engineering (12 posts)
- 17-December 11
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- Last Active:
- Feb 19 2013 09:08 PM
- Member Title:
- Hacking Sonic games since 2011.
- 16 years old
- April 25, 1997
- Somewhere in the USA
- Sonic Adventure DX hacking, Sonic Generations hacking.
- Click here to e-mail me
- Sonic Adventure 2006.
- National Flag:
Posts I've Made
19 February 2013 - 07:41 PMHex editing the animations is no problem for me since I already do that for Sonic Adventure DX, but my only concern is the following:
1. When you say decompress, do you mean decompressing the .prs to a .bin?
2. I don't know the locations of the animations. Last thing I would want to do is edit the animation's ID.
18 February 2013 - 11:28 PMOut of curiosity, can Sonic's (Or really anyone's) animations be editted? I've tried using the splitMTN tool, but it crashes whenever I try to do it. (If it's a command-line tool then... >_> My bad.)
25 January 2013 - 09:59 PMIt appears that Motion Blur doesn't work correctly when using the fixed edition.
12 January 2013 - 10:26 PMNot sure if this has been asked before, but how can I get Modern Sonic's skeleton? I would like to edit animations instead of having to create custom ones.
07 January 2013 - 08:41 PMSo I'm trying to get Sonic's skeleton so I can edit his animations. But, just how do I get his skeleton? I tried to import his .model into 3DS Max and export the skeleton with Havok Content Tools, but whenever using hkxcmd, it always tells me that the skeleton could not be located in "skeleton.hkx".
Never mind about the "skeleton could not be located" error. The problem was that cmd was not in the correct folder. But that still hasn't given me my sn_jet_loop.anm.kf file yet.